BvN 3.2 - Rock Lee Guide
Introduction
Rock Lee in Bleach vs Naruto is very fast and has an amazing punish game with great out of block options and punish tools to allow him to start infinite combos. This blog will tell you all about the basics and a few advanced techniques to allow you to grow your potential to be an amazing Rock Lee main.
(Base Rock Lee)
Move List
J - A fairly fast jab that is a good combo starter close up. J3 can be dash cancelled which can loop itself into an infinite and J1 can even combo itself into a wall to begin a wall infinite. Mostly used when close up
WJ - A great anti-air that also can invincibility on it's entire startup. You can abuse the startup invincibility to beat out many moves. It also has low end lag and is safe on block so you can evade with a dash immediately after using it. It's also good for filling up meter after knocking down an opponent.
SJ - Primarily used as an out of block option.Because it is multi-hit and the first hit does not knockdown, you can quiet step after the first hit and setup a combo.
Aerial J - This move does a ridiculous amount of hitstun. It combos into basically anything and it is both good for starting and continuing combos. It also can allow you to transform mid-combo
U - Good for punishing from a distance and is safe on block due to being dash cancellable during end lag and can even start up combos.
SU - It's only real use is setting up a combo with hitting with on against a blocking opponent and then quiet step behind to start a combo as it does have a large amount of blockstun.
WU - Not really good for anything other than the fact it does a lot of stamina damage that can lead into a guard break.
Aerial U - Don't even use this move, it's really bad. Unsafe on block, does not lead into anything, you get nothing off of it.
I - It's main purpose is it's supposed to end a combo with a great amount of damage but since you have infinite combos you won't really use it often.
Aerial I - Another move you won't really use often. It does have a big hitbox on landing so it could be used to box out other moves but WJ already does the job for it.
SI - A really good super. Follows your opponent regardless, beats out dash, blocking it only leads to a free guard break, great out of block. It's simply unavoidable.
Combos
Link to a video of Base form Rock Lee combos(Inner Gates Rock Lee)
Considering if you should transform
While most transformations straight up upgrade a character completely, Inner Gates Rock Lee is not the case. While Inner Gates does grant you benefits, you also sacrifice other things.Pros:
+Faster mobility
+Dash has less cooldown
+Running Aerial J can grant a fast but short boost that makes you approach options better
+Aerial U is much safer on block
Cons:
-Rock Lee's anti-air is slower and lacks invincibility frames
-WJ becomes worse out of block due to being slower
-Loses moves that kill up meter fast since Inner Gates moves have longer cooldowns.
If you are okay with having a harder time boxing out moves and having worse out of block options while receiving these benefits, then go ahead and transform.
Transforming Mid-combo
In base form, Rock Lee can transform after landing an Aerial J and then continue comboing in Inner Gates form. So for example, you can do J > J > J >U > Aerial J > Transform > J > J > J > SJ > WU.
Move List
J - A good closeup move that starts up combos. J1 can combo into itself if timed right and J4 and J5 are dash cancelable, but there is no reason to every dash cancel either J4 or J5.
WJ - A teleport attack that can punish from any distance.
SJ - A multi-hit move that is primarily used as a combo extender.
Aerial J - Doesn't have as much hitstun as Base Rock Lee's Aerial J, but it still combos into J. Also Running Aerial J actually gives you a fast but short boost if you use it immediately after inputting a jump so it's a good approach option.
U - Another teleport attack but is a bit slow and hits behind. It's better as a combo extender WJ is better at punishing and isn't as reactable.
WU - A slower anti-air compared to Base Rock Lee's WJ.
SU - A slow move that does massive stamina damage so it can break guards.
Aerial U - Safe on block but other than that it isn't very useful.
I - You aren't going to use it much since it is meant to end combos, but since you have infinites you don't really need this move.
WI - It's just a stronger version of WU. Again, you aren't going to use it much since you have infinites and you don't want to end combos.
Aerial I - Another super for ending combos, but you won't really want to use it since you want to do infinites.
SI - A complete downgrade from Base Rock Lee's SI. It does cover amount of distance, but not as much as Base Rock Lee's. It's also much easier to avoid as dash easily avoids it. You really shouldn't risk all your meter for this.
Recommended Assists
Ino/Gaara - Both have great range and can start an infinite since they do a lot of hitstun.
Kon - There is actually a strategy with Kon I will talk about later that allows you to use him whenever he is available during specific infinites that allow you to lower your Opponent's Super Meter as much as possible so they can't use a combo breaker the next round.
Combos
Techniques
Inner Gates Aerial J Boost
Already mentioned and explained it earlier that Inner Gates Rock Lee can gain a movement boost by running and inputting Aerial J immediately after inputting a jump. However for some reason this does not work while on a platform.
Kon + Rock Lee Strategy
Rock Lee in Base form can use Kon during specific infinites to lower as much of his opponent's Super Meter as possible. When you aren't against a wall, your best option is to spam Aerial J since it combos into itself, and when you can, use Kon to remove some of your opponent's super meter. Once you reach the wall, begin doing the J1 infinite combo (so J1 > wait > J1 > wait > etc.) and summon Kon and attack with J1 at the same time when you are able to summon him. Repeat the process until your opponent dies and repeat the entire process the next round. This strategy should prevent your opponent from being able to use a combo breaker the next round when you do an infinite.
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